Kernel: Style and Corrections
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12 changed files with 137 additions and 96 deletions
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@ -1,6 +1,9 @@
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//
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// SelectThreads, Yield functions originally by TuxSH.
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// licensed under GPLv2 or later under exception provided by the author.
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#include <algorithm>
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#include <set>
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@ -19,16 +22,15 @@
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namespace Kernel {
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/*
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* SelectThreads, Yield functions originally by TuxSH.
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* licensed under GPLv2 or later under exception provided by the author.
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*/
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GlobalScheduler::GlobalScheduler(Core::System& system) : system{system} {
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reselection_pending = false;
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}
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void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
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thread_list.push_back(std::move(thread));
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}
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void GlobalScheduler::RemoveThread(Thread* thread) {
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void GlobalScheduler::RemoveThread(const Thread* thread) {
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thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
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thread_list.end());
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}
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@ -37,7 +39,7 @@ void GlobalScheduler::RemoveThread(Thread* thread) {
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* UnloadThread selects a core and forces it to unload its current thread's context
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*/
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void GlobalScheduler::UnloadThread(s32 core) {
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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Scheduler& sched = system.Scheduler(core);
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sched.UnloadThread();
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}
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@ -52,7 +54,7 @@ void GlobalScheduler::UnloadThread(s32 core) {
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* thread in another core and swap it with its current thread.
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*/
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void GlobalScheduler::SelectThread(u32 core) {
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auto update_thread = [](Thread* thread, Scheduler& sched) {
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const auto update_thread = [](Thread* thread, Scheduler& sched) {
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if (thread != sched.selected_thread) {
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if (thread == nullptr) {
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++sched.idle_selection_count;
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@ -62,7 +64,7 @@ void GlobalScheduler::SelectThread(u32 core) {
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sched.context_switch_pending = sched.selected_thread != sched.current_thread;
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std::atomic_thread_fence(std::memory_order_seq_cst);
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};
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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Scheduler& sched = system.Scheduler(core);
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Thread* current_thread = nullptr;
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// Step 1: Get top thread in schedule queue.
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current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
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@ -118,8 +120,8 @@ void GlobalScheduler::SelectThread(u32 core) {
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*/
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void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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// Note: caller should use critical section, etc.
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u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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u32 priority = yielding_thread->GetPriority();
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const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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const u32 priority = yielding_thread->GetPriority();
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// Yield the thread
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ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
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@ -139,8 +141,8 @@ void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// etc.
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u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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u32 priority = yielding_thread->GetPriority();
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const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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const u32 priority = yielding_thread->GetPriority();
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// Yield the thread
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ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
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@ -155,12 +157,13 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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Thread* next_thread = scheduled_queue[core_id].front(priority);
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Thread* winner = nullptr;
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for (auto& thread : suggested_queue[core_id]) {
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s32 source_core = thread->GetProcessorID();
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const s32 source_core = thread->GetProcessorID();
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if (source_core >= 0) {
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if (current_threads[source_core] != nullptr) {
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if (thread == current_threads[source_core] ||
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current_threads[source_core]->GetPriority() < min_regular_priority)
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current_threads[source_core]->GetPriority() < min_regular_priority) {
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continue;
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}
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}
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if (next_thread->GetLastRunningTicks() >= thread->GetLastRunningTicks() ||
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next_thread->GetPriority() < thread->GetPriority()) {
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@ -174,8 +177,9 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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if (winner != nullptr) {
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if (winner != yielding_thread) {
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if (winner->IsRunning())
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if (winner->IsRunning()) {
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UnloadThread(winner->GetProcessorID());
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}
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TransferToCore(winner->GetPriority(), core_id, winner);
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}
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} else {
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@ -195,7 +199,7 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// etc.
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Thread* winner = nullptr;
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u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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// Remove the thread from its scheduled mlq, put it on the corresponding "suggested" one instead
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TransferToCore(yielding_thread->GetPriority(), -1, yielding_thread);
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@ -209,9 +213,10 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
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current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
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}
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for (auto& thread : suggested_queue[core_id]) {
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s32 source_core = thread->GetProcessorID();
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if (source_core < 0 || thread == current_threads[source_core])
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const s32 source_core = thread->GetProcessorID();
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if (source_core < 0 || thread == current_threads[source_core]) {
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continue;
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}
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if (current_threads[source_core] == nullptr ||
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current_threads[source_core]->GetPriority() >= min_regular_priority) {
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winner = thread;
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@ -220,8 +225,9 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
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}
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if (winner != nullptr) {
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if (winner != yielding_thread) {
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if (winner->IsRunning())
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if (winner->IsRunning()) {
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UnloadThread(winner->GetProcessorID());
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}
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TransferToCore(winner->GetPriority(), core_id, winner);
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}
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} else {
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@ -232,6 +238,16 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
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AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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void GlobalScheduler::Schedule(u32 priority, u32 core, Thread* thread) {
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ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
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scheduled_queue[core].add(thread, priority);
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}
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void GlobalScheduler::SchedulePrepend(u32 priority, u32 core, Thread* thread) {
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ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
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scheduled_queue[core].add(thread, priority, false);
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}
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void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
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if (current_thread == winner) {
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// TODO(blinkhawk): manage redundant operations, this is not implemented.
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@ -244,13 +260,13 @@ void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, T
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GlobalScheduler::~GlobalScheduler() = default;
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Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 id)
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: system(system), cpu_core(cpu_core), id(id) {}
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Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 core_id)
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: system(system), cpu_core(cpu_core), core_id(core_id) {}
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Scheduler::~Scheduler() {}
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Scheduler::~Scheduler() = default;
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bool Scheduler::HaveReadyThreads() const {
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return system.GlobalScheduler().HaveReadyThreads(id);
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return system.GlobalScheduler().HaveReadyThreads(core_id);
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}
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Thread* Scheduler::GetCurrentThread() const {
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@ -262,7 +278,7 @@ Thread* Scheduler::GetSelectedThread() const {
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}
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void Scheduler::SelectThreads() {
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system.GlobalScheduler().SelectThread(id);
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system.GlobalScheduler().SelectThread(core_id);
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}
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u64 Scheduler::GetLastContextSwitchTicks() const {
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@ -270,13 +286,14 @@ u64 Scheduler::GetLastContextSwitchTicks() const {
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}
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void Scheduler::TryDoContextSwitch() {
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if (context_switch_pending)
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if (context_switch_pending) {
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SwitchContext();
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}
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}
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void Scheduler::UnloadThread() {
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Thread* const previous_thread = GetCurrentThread();
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Process* const previous_process = Core::CurrentProcess();
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Process* const previous_process = system.Kernel().CurrentProcess();
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UpdateLastContextSwitchTime(previous_thread, previous_process);
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@ -301,10 +318,11 @@ void Scheduler::SwitchContext() {
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Thread* const new_thread = GetSelectedThread();
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context_switch_pending = false;
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if (new_thread == previous_thread)
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if (new_thread == previous_thread) {
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return;
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}
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Process* const previous_process = Core::CurrentProcess();
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Process* const previous_process = system.Kernel().CurrentProcess();
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UpdateLastContextSwitchTime(previous_thread, previous_process);
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// Load context of new thread
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if (new_thread) {
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ASSERT_MSG(new_thread->GetProcessorID() == this->id,
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ASSERT_MSG(new_thread->GetProcessorID() == this->core_id,
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"Thread must be assigned to this core.");
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ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready,
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"Thread must be ready to become running.");
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void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
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const u64 prev_switch_ticks = last_context_switch_time;
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const u64 most_recent_switch_ticks = Core::System::GetInstance().CoreTiming().GetTicks();
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const u64 most_recent_switch_ticks = system.CoreTiming().GetTicks();
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const u64 update_ticks = most_recent_switch_ticks - prev_switch_ticks;
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if (thread != nullptr) {
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